"use strict";
cc._RF.push(module, 'd9a9fzoAcBFHpFgCeJDtJzO', 'GameRoleView');
// scripts/GameRoleView.js

"use strict";

var t = require;
var e = module;
var o = exports;

var _i,
    n = void 0 && (void 0).__extends || (_i = function i(t, e) {
  return (_i = Object.setPrototypeOf || {
    __proto__: []
  } instanceof Array && function (t, e) {
    t.__proto__ = e;
  } || function (t, e) {
    for (var o in e) {
      Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o]);
    }
  })(t, e);
}, function (t, e) {
  function o() {
    this.constructor = t;
  }

  _i(t, e), t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o());
}),
    a = void 0 && (void 0).__decorate || function (t, e, o, i) {
  var n,
      a = arguments.length,
      r = a < 3 ? e : null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
  if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);else for (var s = t.length - 1; s >= 0; s--) {
    (n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
  }
  return a > 3 && r && Object.defineProperty(e, o, r), r;
};

Object.defineProperty(o, "__esModule", {
  value: !0
});

var r = t("GlobalUserData"),
    s = t("GameConstant"),
    l = cc._decorator,
    c = l.ccclass,
    d = l.property,
    h = function (t) {
  function e() {
    var e = null !== t && t.apply(this, arguments) || this;
    return e.spine_left = null, e.spine_right = null, e.anim = null, e.posinit = null, e.nScaleLeft = 1, e.nScaleRight = 1, e;
  }

  return n(e, t), e.prototype.onLoad = function () {
    this.nScaleLeft = this.spine_left.node.scale, this.nScaleRight = this.spine_right.node.scale;
  }, e.prototype.init = function () {
    this.node.active = !1, this.spine_left.node.active = !1, this.spine_right.node.active = !1, this.posinit = this.node.position, this.setRoleScale();
  }, e.prototype.onGameOver = function () {
    this.anim.stop(), this.node.active = !1, this.destroy();
  }, e.prototype.onGameBoutReady = function () {
    this.anim.stop(), this.node.active = !1, this.spine_left.node.active = !1, this.spine_right.node.active = !1, this.node.position = this.posinit, this.setRoleScale();
  }, e.prototype.setRoleScale = function () {
    switch (r["default"].nCurGameType) {
      case s.Game_Type.PK:
        this.spine_left.node.scale = this.nScaleLeft * s.Game_Type_Scale.PK, this.spine_right.node.scale = this.nScaleRight * s.Game_Type_Scale.PK;
        break;

      case s.Game_Type.PK_1:
        this.spine_left.node.scale = this.nScaleLeft * s.Game_Type_Scale.PK_1, this.spine_right.node.scale = this.nScaleRight * s.Game_Type_Scale.PK_1;
        break;

      case s.Game_Type.PK_2:
        this.spine_left.node.scale = this.nScaleLeft * s.Game_Type_Scale.PK_2, this.spine_right.node.scale = this.nScaleRight * s.Game_Type_Scale.PK_2;
        break;

      case s.Game_Type.Auto:
        this.spine_left.node.scale = this.nScaleLeft * s.Game_Type_Scale.Auto, this.spine_right.node.scale = this.nScaleRight * s.Game_Type_Scale.Auto;
    }
  }, e.prototype.palyAniFail = function (t, e) {
    switch (this.node.active = !0, this.node.position = cc.v3(t.x, this.posinit.y, this.posinit.z), e) {
      case s.Physics_Car_Tag.Left:
        this.spine_left.node.active = !0, this.spine_right.node.active = !1, this.spine_left.setAnimation(0, "animation", !1), this.node.scaleX = 1;
        break;

      case s.Physics_Car_Tag.Right:
        this.spine_right.node.active = !0, this.spine_left.node.active = !1, this.spine_right.setAnimation(0, "animation", !1), this.node.scaleX = -1;
    }

    this.anim.play();
  }, a([d(sp.Skeleton)], e.prototype, "spine_left", void 0), a([d(sp.Skeleton)], e.prototype, "spine_right", void 0), a([d(cc.Animation)], e.prototype, "anim", void 0), a([c], e);
}(cc.Component);

o["default"] = h;

cc._RF.pop();